1 /* $NetBSD: tetris.h,v 1.11 2009/05/25 04:33:53 dholland Exp $ */
4 * Copyright (c) 1992, 1993
5 * The Regents of the University of California. All rights reserved.
7 * This code is derived from software contributed to Berkeley by
8 * Chris Torek and Darren F. Provine.
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34 * @(#)tetris.h 8.1 (Berkeley) 5/31/93
37 #include <sys/types.h>
40 * Definitions for Tetris.
44 * The display (`board') is composed of 23 rows of 12 columns of characters
45 * (numbered 0..22 and 0..11), stored in a single array for convenience.
46 * Columns 1 to 10 of rows 1 to 20 are the actual playing area, where
47 * shapes appear. Columns 0 and 11 are always occupied, as are all
48 * columns of rows 21 and 22. Rows 0 and 22 exist as boundary areas
49 * so that regions `outside' the visible area can be examined without
50 * worrying about addressing problems.
56 #define B_SIZE (B_ROWS * B_COLS)
58 typedef unsigned char cell
;
59 extern cell board
[B_SIZE
]; /* 1 => occupied, 0 => empty */
61 /* the displayed area (rows) */
65 /* the active area (rows) */
70 * Minimum display size.
75 extern int Rows
, Cols
; /* current screen size */
78 * Translations from board coordinates to display coordinates.
79 * As with board coordinates, display coordiates are zero origin.
81 #define RTOD(x) ((x) - 1)
82 #define CTOD(x) ((x) * 2 + (((Cols - 2 * B_COLS) >> 1) - 1))
85 * A `shape' is the fundamental thing that makes up the game. There
86 * are 7 basic shapes, each consisting of four `blots':
89 * X.X X.X X.X.X X.X X.X.X X.X.X X.X.X.X
94 * Except for 3 and 6, the center of each shape is one of the blots.
95 * This blot is designated (0,0). The other three blots can then be
96 * described as offsets from the center. Shape 3 is the same under
97 * rotation, so its center is effectively irrelevant; it has been chosen
98 * so that it `sticks out' upward and leftward. Except for shape 6,
99 * all the blots are contained in a box going from (-1,-1) to (+1,+1);
100 * shape 6's center `wobbles' as it rotates, so that while it `sticks out'
101 * rightward, its rotation---a vertical line---`sticks out' downward.
102 * The containment box has to include the offset (2,0), making the overall
103 * containment box range from offset (-1,-1) to (+2,+1). (This is why
104 * there is only one row above, but two rows below, the display area.)
106 * The game works by choosing one of these shapes at random and putting
107 * its center at the middle of the first display row (row 1, column 5).
108 * The shape is moved steadily downward until it collides with something:
109 * either another shape, or the bottom of the board. When the shape can
110 * no longer be moved downwards, it is merged into the current board.
111 * At this time, any completely filled rows are elided, and blots above
112 * these rows move down to make more room. A new random shape is again
113 * introduced at the top of the board, and the whole process repeats.
114 * The game ends when the new shape will not fit at (1,5).
116 * While the shapes are falling, the user can rotate them counterclockwise
117 * 90 degrees (in addition to moving them left or right), provided that the
118 * rotation puts the blots in empty spaces. The table of shapes is set up
119 * so that each shape contains the index of the new shape obtained by
120 * rotating the current shape. Due to symmetry, each shape has exactly
121 * 1, 2, or 4 rotations total; the first 7 entries in the table represent
122 * the primary shapes, and the remaining 12 represent their various
126 int rot
; /* index of rotated version of this shape */
127 int off
[3]; /* offsets to other blots if center is at (0,0) */
130 extern const struct shape shapes
[];
131 #define randshape() (&shapes[random() % 7])
133 extern const struct shape
*nextshape
;
136 * Shapes fall at a rate faster than once per second.
138 * The initial rate is determined by dividing 1 million microseconds
139 * by the game `level'. (This is at most 1 million, or one second.)
140 * Each time the fall-rate is used, it is decreased a little bit,
141 * depending on its current value, via the `faster' macro below.
142 * The value eventually reaches a limit, and things stop going faster,
143 * but by then the game is utterly impossible.
145 extern long fallrate
; /* less than 1 million; smaller => faster */
146 #define faster() (fallrate -= fallrate / 3000)
149 * Game level must be between 1 and 9. This controls the initial fall rate
150 * and affects scoring.
156 * Scoring is as follows:
158 * When the shape comes to rest, and is integrated into the board,
159 * we score one point. If the shape is high up (at a low-numbered row),
160 * and the user hits the space bar, the shape plummets all the way down,
161 * and we score a point for each row it falls (plus one more as soon as
162 * we find that it is at rest and integrate it---until then, it can
163 * still be moved or rotated).
165 extern int score
; /* the obvious thing */
166 extern gid_t gid
, egid
;
168 extern char key_msg
[100];
169 extern int showpreview
;
171 int fits_in(const struct shape
*, int);
172 void place(const struct shape
*, int, int);
173 void stop(const char *) __dead
;